Ty lol. I was thinking about Lags; The revenge but that's a 4th installment title.
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I don't think the 3 PA thing is a good point. In base pso2 scions only had 4 PAs per weapon, and most non scion classes had tons of PAs but most classes only used a few of their PAs.
Take knuckles for example; First half of double drive is a mid range gap closer, and you can manually aim it to cross op a boss if someone moves the weak bullet. The second half is the best DPS option for stationary targets. First half of swift rush has better DPS than the first half of double drive, making it better at close range gap closing, while the second half is high DPP making it an excellent combo finisher. The first half of thousand blows is (half baked because fighter) AoE, the second half has tons of I frames, and the PA itself is super high damage per PP. That's 3 PAs, but 6 options with scenarios that can be optimized, which is more than most classes in base. This data can be found on Feng Banther's DPS and frame data chart. Also this does not apply to every class, or even every fighter weapon, but as far as I know we're getting more in winter.
I also hard disagree about the gameplay. 99% of base pso2 was incredibly easy and brainded because you could cancel most things into some kind of guard or I frame. This bit is subjective, but animation locking is a great thing because it makes you have to think about potentially getting smacked if you overextend, and it makes you really have to learn fights to do well in them compared to just always having (several) a get out of jail free card.
As far as the damage penalty goes, last I remember it was a damage buff from using main class weapons, not a penalty. But I do agree with the multi weapon thing. It's kinda meh how mismatched potency affixes don't count the way they did in the beta. I also feel like multiweapon in general is a pointless system in the sense that sega could have just let us apply any action from any weapon onto the palette without having to invest resources to unlock that ability (or limiting it to 2 weapons only tbh).
I know that it's a new game, and they're gonna make more content, yada yada, I get it, I'm just adding to the sentiment that I think all games should be released as more full experiences, instead of this whole trend of releasing at the absolute barest of bones, and then promise that it's gonna get better, oh boy, just you wait!
This though, 100%. Every game prior to pso2 base launched as a complete experience and later had more added to it. I don't see why this couldn't be the case for pso2 or NGS. Especially PSO2 global because not only was the game released in episode 3 while JP was on 6, but they also repeated a lot of the same mistakes they made in JP like how SG scratches were introduced poorly.
EDIT: For clarity; when I mentioned the thing about multiweapon I was comparing to past games, specifically PSP2/i. In those games you could cast techs then swap weapons while the techs were still active. Sazonde and Foiverse were great for CC and building chain, so even non force or hybrid classes benefitted from doing hot swaps. In NGS you need multiweapons for active effects to stay active, so in a sense it's a step back, especially when you consider that you could buffer with up to 6 different weapon slots in p2i.
I'd like the dev team to add quests that can be selected and replayed at will without waiting for them to randomly pop up. I want said quests to reward players with meseta, materials, minerals, exp, and have the monsters drop items.
I know that NGS is an open world game, and this may be counter to what the vision of open world is, but I love the series because I love Phantasy Star, and Phantasy Star Online, not The Legend of Phantasy Breath Of The Star.
Jokes aside; The game has devolved into a waiting game. Waiting for gigas, waiting for EQs, waiting for vets to spawn, waiting for minerals to respawn so we can circle the map once per day (which is honestly getting tedious and I fear for the future when we get more regions to circle for minerals x.x). I know that developing a whole endgame loop isn't the easiest thing, but in order for an endgame loop to exist in the first place the player needs to be able to partake in it at their leisure.
On the last headline, we got an announcement for defense quests, and of course it's an emergency quest that we're going to have to wait around for. Again, I get that it's an open world, but straightforward questing has been one of the series' greatest strengths since the dawn of PSO, and the lack of quests that the player can select at will is harming the game in its current state. The closest thing we have to something like that are cocoons, towers, and story quests but it's 100% pointless to do those more than once and story can't be repeated.
A thought came to me. A good chunk of people atm think that premium isn't worth outside of the shop, and the shop pass itself is a point of contention. What if sega did away with premium all together, and applied all of the premium benefits to everyone? Paying players would still have market advantage if they scratch for items, and not paying for premium puts 13 bucks back in their pocket (monthly 13 that they would have otherwise used for premium).
This would cause gear prices to tank as a result of more supply, while fashion would stay the same because that supply/demand doesn't change. TBH though, it may not be as simple as that. I wish sega would just do the warframe f2p model where they just let people buy and trade AC, get rid of the gacha, and just place things on the market for whoever wants to buy them.
@AngryRhombus563 At least it would be fair that way XD. But I see what you mean.
How is it fair that way? You can't always see the attacks when that happens, so sometimes you get killed by an attack you couldn't have even seen.
what AR said but that was more of a joke
PSO2 is literally fully playable outside of minor "inconveniences" that you see people only PSO2 veterans complaining about since their mindset is still set on rushing the BIS gear ASAP or needing certain cosmetics, which is entirely pointless now that the game is stagnant.
The thing is, some people only play pso2 for the fashion, and frankly don't care about the game beyond that.
But I do agree with your take on BiS gear, atm BiS is an illusion given that we only have access to 4 star weapons out fo what will likely be 15 or 16 star depending on which route sega goes in. The issue is that upgrades are going to start costing more as we get better gear, it's manageable now, but every bit of meseta you invest in current gear is going to be obsolete once 5 stars come out, and we're likely going to get beyond 5 stars with the winter update. Purchasing, upgrading, and affixing better weapons will also get more expensive (especially affixing once they start releasing higher tier capsules that are harder to farm and players start turning to the personal shop).
Depends on how they handle it, but they certainly have incentive to make things expensive and super difficult to get in order to drive up the need for player shops. Also, you make it seem like rushing to get BiS is bad, but the opposite extreme is also true, people being undergeared is a big contributor to why playing with randoms can be a nightmare.
All that aside though, the game needs more content. And the lag on global, which has returned def makes the game unplayable while it's throwing its fit.
I wouldn't mind seeing the project headed by Yuya Kimura. That man did a phenomenal job when he worked on p2. Maybe even co-director with Yosk since imo that could bring the best of both worlds, and both have experience when it comes to salvaging current director's mistakes.